/*
 * This file is part of aion-engine <aion-engine.com>
 *
 * aion-engine is private software: you can redistribute it and or modify
 * it under the terms of the GNU Lesser Public License as published by
 * the Private Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * aion-engine is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU Lesser Public License for more details.
 *
 * You should have received a copy of the GNU Lesser Public License
 * along with aion-engine.  If not, see <http://www.gnu.org/licenses/>.
 */
package com.aionengine.gameserver.ai2.handler;

import com.aionengine.gameserver.ai2.AIState;
import com.aionengine.gameserver.ai2.AISubState;
import com.aionengine.gameserver.ai2.AbstractAI;
import com.aionengine.gameserver.ai2.NpcAI2;
import com.aionengine.gameserver.ai2.manager.WalkManager;
import com.aionengine.gameserver.model.gameobjects.Npc;

/**
 * @author Rolandas
 */
public class FreezeEventHandler {

    public static void onUnfreeze(AbstractAI ai) {
        if (ai.isInSubState(AISubState.FREEZE)) {
            ai.setSubStateIfNot(AISubState.NONE);
            if (ai instanceof NpcAI2) {
                Npc npc = ((NpcAI2) ai).getOwner();
                if (npc.getWalkerGroup() != null) {
                    ai.setStateIfNot(AIState.WALKING);
                    ai.setSubStateIfNot(AISubState.WALK_WAIT_GROUP);
                } else if (npc.getSpawn().getRandomWalk() > 0) {
                    ai.setStateIfNot(AIState.WALKING);
                    ai.setSubStateIfNot(AISubState.WALK_RANDOM);
                }
                npc.updateKnownlist();
            }
            ai.think();
        }
    }

    public static void onFreeze(AbstractAI ai) {
        if (ai.isInState(AIState.WALKING)) {
            WalkManager.stopWalking((NpcAI2) ai);
        }
        ai.setStateIfNot(AIState.IDLE);
        ai.setSubStateIfNot(AISubState.FREEZE);
        ai.think();
        if (ai instanceof NpcAI2) {
            Npc npc = ((NpcAI2) ai).getOwner();
            npc.updateKnownlist();
            npc.getAggroList().clear();
            npc.getEffectController().removeAllEffects();
        }
    }
}
